Special Ability charge rate restored to PS360 version's rate, and reduced by 30%

Special Ability depletion rate restored to PS360 version's rate, and increased by 60%

Installation**Make sure you have deleted HardcoreHealth.dll, or else the new file/version will conflict with it!**
Place HardcoreMode.dll in your /scripts/ folder
Overwrite playerspecialabilities.ymt in x64a.rpf/data/

Special Ability charge rate restored to PS360 version's rate, and reduced by 30%

Special Ability depletion rate restored to PS360 version's rate, and increased by 60%

Installation**Make sure you have deleted HardcoreHealth.dll, or else the new file/version will conflict with it!**
Place HardcoreMode.dll in your /scripts/ folder
Overwrite playerspecialabilities.ymt in x64a.rpf/data/

Awaiting 1.1 approval. Modified the special ability recharge and depletion rate based on RDR/MP3's difficulty effects on Dead Eye/Bullet Time.

Interesting enough, by default - the next gen versions of GTA V (PS4, Xbone, PC) use the PS360 version's of the "Special/Collector's Edition" Special Ability modifiers. Where in the normal, base version of the game the special ability recharge and depletion rate was pretty basic - but if you had purchased the Special or Collector's Edition, the recharge rate was doubled, and the depletion rate was reduced by about 33%. These gameplay aids are the default for the next-gen game.

So modifying the special ability recharge and depletion rate was two steps:
1. Restore them to the previous-gens default, non-bonus values
2. Apply a "Hardcore" edit of that value based on RDR and MP3's changes between Normal and Hardcore

So maxing out the special ability bar should take slightly longer, and each character's special ability should last for around 8 seconds, depending on how maxed out the "Special" skill is for each respective character.